I have a dynamic body and in my update loop when I use SetLinearVelocity I am able to move it, however when I use ApplyForce the body won't move at all. Is there something I'm missing in regards to applying a force to a b2DynamicBody?
var force:b2Vec2 = new b2Vec2();
if (keyIsDown(Keys.S)) force.y = 6;
if (keyIsDown(Keys.A)) force.x = -6;
if (keyIsDown(Keys.D)) force.x = 6;
_body.SetAwake(true);
if (force.x != 0 || force.y != 0)
_body.ApplyForce(force, _body.GetPosition());
Thanks in advance.
Is this code in your update function? Did you make sure force is set to 6?
I would also make sure the force is big enough to move the object. Maybe increase it to 60 or 600 and see if it makes a difference. If the friction is high small forces won't move objects.
Related
I want to change the color of a state of a cell during resize of the cell.
To achieve this, I have added the following code to mxVertexHandler.prototype.updateLivePreview:
mxVertexHandler.prototype.updateLivePreview = function (me) {
...
this.state.x = this.bounds.x;
this.state.y = this.bounds.y;
this.state.origin = new mxPoint(this.state.x / scale - tr.x, this.state.y / scale - tr.y);
this.state.width = this.bounds.width;
this.state.height = this.bounds.height;
...
this.state.shape.fill = "#CCCCCC";
this.state.shape.fillOpacity = 30;
...
}
What happens is that this code changes the opacity of the cell while resized, but does not change the fill color.
How can I cange the fill color too?
Thanks,
-- Jaap
No, that does not work either.
BTW, I thought that temporal changes, e.g. during a resize, should go via the state.
I do not understand why fillOpacity (and other properties) works, and fill not. It seems that the fill is overwritten somewhere else (e.g. after calling updateLivePreview), but I can not figure out where.
In looking at this image you can see in an ideal world each box would have the same height of content in each box. However in the real world we can't control how many characters the client uses for a heading. Wondering thoughts on how to deal with a situation like this? Is it ok to just let it be as is?
This will create an array of heights of an element by class, then find the tallest, and then make them all that height.
<script>
var headerHeights = [];
var mclength = document.getElementsByClassName("myClass").length;
for (i = 0; i < mclength; i++) {
headerHeights[i] = document.getElementsByClassName("myClass")[i].getBoundingClientRect().height;
}
var headerMaxHeight = Math.max(...headerHeights);
for (i = 0; i < mclength; i++) {
document.getElementsByClassName("myClass")[i].style.height = headerMaxHeight+"px";
}
</script>
You will likely want to make this a function which replaces "myClass" with a function parameter so that you can call it for each class you add. You will also want to add a listener for when a person resizes their window to rerun the function.
I need to change color of my particle effect color according to some user event in my game for that this is what i am doing:
float temp[] = new float[4];
temp[0] = 0.937f;
temp[1] = 0.325f;
temp[2] = 0.314f;
pe.getEmitters().first().getTint().setColors(temp);
pe.start();
and in render i am doing this:
pe.draw(batch, Gdx.graphics.getDeltaTime());
but unfortunately i am getting this error:
java.lang.ArrayIndexOutOfBoundsException: length=4; index=4
at com.badlogic.gdx.graphics.g2d.ParticleEmitter$GradientColorValue.getColor(ParticleEmitter.java:1313)
at com.badlogic.gdx.graphics.g2d.ParticleEmitter.activateParticle(ParticleEmitter.java:439)
at com.badlogic.gdx.graphics.g2d.ParticleEmitter.addParticle(ParticleEmitter.java:154)
at com.badlogic.gdx.graphics.g2d.ParticleEmitter.draw(ParticleEmitter.java:299)
at com.badlogic.gdx.graphics.g2d.ParticleEffect.draw(ParticleEffect.java:74)
at com.approduction.game.GameScreen.render(GameScreen.java:218)
at com.badlogic.gdx.Game.render(Game.java:46)
at com.badlogic.gdx.backends.android.AndroidGraphics.onDrawFrame(AndroidGraphics.java:459)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1557)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1263)
i dont know what i am doing wrong, i read the documentation and has done everything according to it any help would be a savior... Thanks in advance..
Your float array has the wrong length.
You actually don't need to create a new array. You can avoid this problem altogether by filling your colors into the array it already has like this:
float temp[] = pe.getEmitters().first().getTint().getColors();
temp[0] = 0.937f;
temp[1] = 0.325f;
temp[2] = 0.314f;
pe.start();
i know this might be simple but i have been searching everywhere for a fix but i just cannot find it!
i want to make something like a health #, so when you press whatever button the dynamic text # will go up or down. on my test project i have two layers, the first with the following code
var hp:Number = 100;
health.text = String hp;
hp being the variable, and health being the dynamic text. then i have the next layer with the button with:
function button(e:MouseEvent):void
{
hp -= 10;
}
without that second chunk of code, the dynamic text will appear, but once that is added it will disappear and the button is function-less.
how do i make this work??? once again sorry if this is a dumb question, i'm just very stumped.
The accepted answer is good, but I wanted to point out that your original code was actually very close to being correct, you just needed parenthesis:
health.text = String(hp);
For most objects String(object) and object.toString() has the same effect, except that object.toString() throws an error if object is null (which could be desirable or undesirable, depending on what you expect it to do).
This is not correct:
health.text = String hp;
use:
health.text = hp.toString();
and:
function button(e:MouseEvent):void
{
hp -= 10;
health.text = hp.toString();
}
What is the default height of a scroll bar(Horizontal)?
I couldn't find the document online.
UPDATED: Can we write a javascript function to get it? Please don't down vote it. It is hard to get it.
Thank you.
Found this here: How can I get the browser's scrollbar sizes?
function getScrollBarWidth () {
var inner = document.createElement('p');
inner.style.width = "100%";
inner.style.height = "200px";
var outer = document.createElement('div');
outer.style.position = "absolute";
outer.style.top = "0px";
outer.style.left = "0px";
outer.style.visibility = "hidden";
outer.style.width = "200px";
outer.style.height = "150px";
outer.style.overflow = "hidden";
outer.appendChild (inner);
document.body.appendChild (outer);
var w1 = inner.offsetWidth;
outer.style.overflow = 'scroll';
var w2 = inner.offsetWidth;
if (w1 == w2) w2 = outer.clientWidth;
document.body.removeChild (outer);
return (w1 - w2);
};
alert( getScrollBarWidth () );
That's going to depend on the clients screen resolution and browser. If you explain why your asking then I might be able to give a better answer.
Whatever the user's computer is set to. There is no hard-and-fast rule on this. For example, on my Ubuntu machine, the default scroll bar size is 0 - instead of a conventional scrollbar, it has a scroll line with arrows that appear when the mouse moves near it, and it takes no space on the document. However, on my Windows installation, the scrollbar size is 14 pixels, but I could set it from anything between about 8 and over 500...
Interesting question. My thought is: when a property you are interested in is not readily available, test.
One DOM property I can think of that would be affected by the scrollbar height is the clientHeight of the body (or whatever box has the scrollbar) if you set it to 100%. This is maybe a dumb approach, and not sure how useful it really is, but check it out:
get clientHeight before
expand width of an internal element, wide enough to cause a scrollbar
get clientHeight after
subtract
I made a fiddle of this. Like I said, not sure how useful this approach could be in real life, but maybe it's a start on something.
http://jsfiddle.net/brico/t6zMN/